Hot answers tagged lag
14
Valve published an excellent article explaining the multiplayer network details (also called "netcode") of their multiplayer games. From this article:
Lag compensation
Let's say a player shoots at a target at client time 10.5. The firing information is packed into a user command and sent to the server. While the packet is on its way through the ...
12
Ping is the measure of latency (lag) from your computer to the server and back to your computer. A ping is sent to a server (which contains a packet of information 32 bits long, those are a combination of 32 0's and 1's) and then the server sends that back.
The time taken for the information to get from your computer, to the server and back to your ...
10
Ping is a measure of how is your connection to the server (in a multiplayer online game).
Obviously a low value is better and you should prefer that server, a high ping may even get you kicked (it wouldn't be possible to play anyway as you'd see things that already happened for everybody else, making it hard to, for example, hit an enemy that's no longer ...
10
Not to get all "get off my lawn, whippersnappers!" or anything, but as someone who has been playing Quake off and on for about 2 decades now, I can tell you that there's not that much difference between 30 and 15 msec ping. I used to play on dial-up versus people on broadband connections (where a "good" ping for me was 200-300 msec, and a "good" ping for ...
9
There's a brilliant tutorial on completely manual calibration here by a pro-level RB player:
http://www.youtube.com/watch?v=-GZdZX9f_-U
I can't express enough how useful this video is. Even if you think you know everything there is to know about this topic, it's worth a watch.
How to calibrate, per this video:
Completely turn off audio (set volume to ...
8
Ping represents "latency" between your PC and the server; i.e. how many milliseconds will pass between you clicking the mouse (or something), the server receiving the instruction, and your PC then receiving the result.
A lower ping is generally more desirable, but note that a higher ping is only really an issue for time-critical instructions, such as for ...
8
POTENTIAL REASONING:
In my experience with Modern Warfare 2, the program behind the game waits for certain conditions to be met before it sends off a packet across the network. For example, if your graphics card is taking too long to draw a frame, the program may wait for that frame to be finished before it sends or reads the next network packet. In ...
8
Unfortunately the answer is no. Your only option is to ping the server from the command line.
Briggs (AU): 69.174.220.23
Ceres (EU): 195.33.132.169
Cobalt (EU): 195.33.132.169
Lithcorp (EU): 195.33.132.168
Mallory (EU): 195.33.132.168
Miller (EU): 195.33.132.172
Woodman (EU): 195.33.132.169
Connery (US West): 64.37.174.140
Genudine (US West): ...
7
Probably the opposite, i.e. your connection is too good and you are being screwed by the 'lag compensation' logic that Activision has seen fit to implement. I have a 50Mb down, 5Mb up and typically get 15ms or less on speedtest.net and MW3 is unplayable for me either as host or when another player is host.
Google 'lag compensation' and check out the blogs ...
7
Lag compensation is a feature of modern games that allows the engine to estimate where players would be, based on their ping.
For example, if a user is running forward at 10 feet per second, and their ping is 1000ms, you will see them continue to run forward for that whole second or until you receive another update of their position and direction.
This ...
7
Every multiplayer FPS game has lag compensation and client prediction, although whether you'd consider it to be "heavy" in Battlefield 3 is somewhat subjective. People complain about it, especially in the more "realistic" shooters, but we really generally have no idea how it was implemented or how good or bad it is in a given game.
The reason why it ...
6
Ping is the number of milliseconds it takes for another machine (usually the server) to receive a response from yours on a network packet. A lower ping means that your machine responds faster to the server, and hence your position and status is updated more often.
A high ping means that your connection is slow, and you are updated less often, which often ...
6
Because of the way Minecraft was developed (as a "fun" project of notch which was later transformed into a serious indie game) the code isn't exaclty clean, still I guess (or hope) that there are only minor memory leaks which just add up over time and fill your ram with garbage.
If this is true the only way to really fix that would be Mojang fixing the ...
5
There are many factors to consider when talking about lag:
Is it graphics lag?
Is it Network lag?
Is it server lag?
Is it remote player lag due to any of the above on there end
Is it network congestion at some remote point in your line
All these (and more) must be asked when trying to determine reason for lag in any game.
How do you make it better? Rule ...
5
Do you have PhysX set to higher than 'low' in your video settings? If yes, try setting it to low as you might have a large performance hit due to the fact that the PhysX would be CPU-bound if you have an AMD GPU. (Source: PC Gaming Wiki; Borderlands 2 - PhysX)
I'd also try setting the framerate option to 'Smoothed 22-62'. What it does is try to maintain ...
5
(Note that this answer makes some assumptions about what you mean by "desync")
It is NOT YOUR FAULT:
"Sync Errors" occur in multiplayer games because they are attempting to run an identical simulation on multiple machines. That means that a centralized server is not running the simulation, but instead with enforced latency and a queue of all user inputs, ...
4
Ping is a function of your internet speed, and distance to the server. Network geographically close servers will have lower pings than those far away.
Without a faster internet connection or a closer server your stuck where you are at.
If your computer is connected to the internet via a wireless network then that could be a bottleneck in your speed. The ...
4
In C:\Program Files (x86)\Steam\steamapps\common\call of duty modern warfare 2\players there is a file called config_mp.cfg. Open it with Notepad/Wordpad. There are two values you must tweak, namely cg_ScoresPing_Interval and cg_ScoresPing_MaxBars. You have some discretion with the former; the latter should be set to 10. I use the following:
seta ...
4
OK, so you are saying that you can sit at your drums, calibrate and get value x, then reboot your PS and power cycle your TV, then when you calibrate again you get value y. And x and y are different enough to cause problems playing. Is that right?
Just so we're on the same page: The game engine will produce an event (say, a snare hit). This event will ...
4
Witcher 2 is not optimized as it should be by default,then the new crossfire/SLI technology is known to make performance issues simply by bugging drivers/game engine especially in older games.
So having up to date drivers and game is a must.
Other than you are left only with tweaking the user.ini file in witcher and making it read-only.
Here are the ...
4
Eric B. is perfectly right: desyncs happen because of a bad programming of the network layer in games. (Often because it was something added later and not thought through from the beginning, but not always).
However, we can list the things which can make those desync happen more or less often:
Your computer can't keep up with the global simulation: it can ...
4
A ton of the mods in FTB are very poorly coded (eg. to check if solar-panels can see sun, they use the dumbest algorithm possible: a for loop that checks every y-value above it for blocks every freakin' server tick).
To test if this is your issue, remove all world anchors (and all similar blocks that keep chunks loaded) and go far away from your main-base ...
3
If you are able to join, it is not due to the restriction of incoming connections.
Three main possibilities:
The latency of your network connection is to high (ok, that is what lag means). This might be due to some filters in the university (i.e. they scan for P2P packages) which would increase the latency, or you are playing on servers very far away ...
3
Yes, that sounds very plausible. It's the same reason you probably can't ssh into your own computer, even from another machine on campus. A novel solution would be to tunnel out of your network and accessing the internet through said connection. The issue is that the firewall should block any connection to your computer that the machine didn't initiate, ...
3
I don't have played Starcraft II, but I've worked on many RTS as a network programmer, and I'll try to give you a possible explanation of what is probably happening. When designing the network code of an RTS, you have two major options to do it.
The first option is to have each machine managing some subset of the units (those of the local player and maybe ...
3
There is currently no way to view your ping while in the game. There have been complaints about this, but that's the way it is at the moment.
Of course in battlelog you can browse servers by ping, and you can usually assume that if your ping is low to the server it will also be low while in a game on that server.
3
Probably not. The biggest thing you can do to improve your performance is to purchase a higher-tier internet speed with a larger bandwidth. As you've probably figured out, the 4 mbps you're getting is nowhere near the limit of your router (150 mbps). This implies that the router is more than capable of handling the data you're sending through it, and the ...
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